package d2hero import ( "encoding/json" "fmt" "io/ioutil" "os" "path" "strconv" "strings" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2records" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" ) // NewHeroStateFactory creates a new HeroStateFactory and initializes it. func NewHeroStateFactory(asset *d2asset.AssetManager) (*HeroStateFactory, error) { inventoryItemFactory, err := d2inventory.NewInventoryItemFactory(asset) if err != nil { return nil, err } factory := &HeroStateFactory{ asset: asset, InventoryItemFactory: inventoryItemFactory, } return factory, nil } // HeroStateFactory is responsible for creating player state objects type HeroStateFactory struct { asset *d2asset.AssetManager *d2inventory.InventoryItemFactory } // CreateHeroState creates a HeroState instance and returns a pointer to it func (f *HeroStateFactory) CreateHeroState( heroName string, hero d2enum.Hero, statsState *HeroStatsState, ) (*HeroState, error) { result := &HeroState{ HeroName: heroName, HeroType: hero, Act: 1, Stats: statsState, Equipment: f.DefaultHeroItems[hero], FilePath: "", } defaultStats := f.asset.Records.Character.Stats[hero] skillState, err := f.CreateHeroSkillsState(defaultStats) if err != nil { return nil, err } result.Skills = skillState return result, nil } // GetAllHeroStates returns all player saves func (f *HeroStateFactory) GetAllHeroStates() ([]*HeroState, error) { basePath, _ := f.getGameBaseSavePath() files, _ := ioutil.ReadDir(basePath) result := make([]*HeroState, 0) for _, file := range files { fileName := file.Name() if file.IsDir() || len(fileName) < 5 || !strings.EqualFold(fileName[len(fileName)-4:], ".od2") { continue } gameState := f.LoadHeroState(path.Join(basePath, file.Name())) if gameState == nil || gameState.HeroType == d2enum.HeroNone { } else if gameState.Stats == nil || gameState.Skills == nil { // temporarily loading default class stats if the character was created before saving stats/skills was introduced // to be removed in the future classStats := f.asset.Records.Character.Stats[gameState.HeroType] gameState.Stats = f.CreateHeroStatsState(gameState.HeroType, classStats) skillState, err := f.CreateHeroSkillsState(classStats) if err != nil { return nil, err } gameState.Skills = skillState if err := f.Save(gameState); err != nil { fmt.Printf("failed to save game state!, err: %v\n", err) } } result = append(result, gameState) } return result, nil } // CreateHeroSkillsState will assemble the hero skills from the class stats record. func (f *HeroStateFactory) CreateHeroSkillsState(classStats *d2records.CharStatsRecord) (map[int]*HeroSkill, error) { baseSkills := map[int]*HeroSkill{} for idx := range classStats.BaseSkill { skillName := &classStats.BaseSkill[idx] if len(*skillName) == 0 { continue } skill, err := f.CreateHeroSkill(1, *skillName) if err != nil { continue } baseSkills[skill.ID] = skill } skillRecord, err := f.CreateHeroSkill(1, "Attack") if err != nil { return nil, err } baseSkills[skillRecord.ID] = skillRecord return baseSkills, nil } // CreateHeroSkill creates an instance of a skill func (f *HeroStateFactory) CreateHeroSkill(points int, name string) (*HeroSkill, error) { skillRecord := f.asset.Records.GetSkillByName(name) if skillRecord == nil { return nil, fmt.Errorf("Skill not found: %s", name) } skillDescRecord, found := f.asset.Records.Skill.Descriptions[skillRecord.Skilldesc] if !found { return nil, fmt.Errorf("Skill Description not found: %s", name) } result := &HeroSkill{ SkillPoints: points, SkillRecord: skillRecord, SkillDescriptionRecord: skillDescRecord, } return result, nil } // HasGameStates returns true if the player has any previously saved game func (f *HeroStateFactory) HasGameStates() bool { basePath, _ := f.getGameBaseSavePath() files, _ := ioutil.ReadDir(basePath) return len(files) > 0 } // CreateTestGameState is used for the map engine previewer func (f *HeroStateFactory) CreateTestGameState() *HeroState { result := &HeroState{} return result } // LoadHeroState loads the player state from the file func (f *HeroStateFactory) LoadHeroState(filePath string) *HeroState { strData, err := ioutil.ReadFile(filePath) if err != nil { return nil } result := &HeroState{ FilePath: filePath, } err = json.Unmarshal(strData, result) if err != nil { return nil } // Here, we turn the shallow skill data back into records from the asset manager. // This is because this factory has a reference to the asset manager with loaded records. // We cant do this while unmarshalling because there is no reference to the asset manager. for idx := range result.Skills { hs := result.Skills[idx] hs.SkillRecord = f.asset.Records.Skill.Details[hs.shallow.SkillID] hs.SkillDescriptionRecord = f.asset.Records.Skill.Descriptions[hs.SkillRecord.Skilldesc] hs.SkillPoints = hs.shallow.SkillPoints } return result } func (f *HeroStateFactory) getGameBaseSavePath() (string, error) { configDir, err := os.UserConfigDir() if err != nil { return "", err } return path.Join(configDir, "OpenDiablo2/Saves"), nil } func (f *HeroStateFactory) getFirstFreeFileName() string { i := 0 basePath, _ := f.getGameBaseSavePath() for { filePath := path.Join(basePath, strconv.Itoa(i)+".od2") if _, err := os.Stat(filePath); os.IsNotExist(err) { return filePath } i++ } } // Save saves the player state to a file func (f *HeroStateFactory) Save(state *HeroState) error { if state.FilePath == "" { state.FilePath = f.getFirstFreeFileName() } if err := os.MkdirAll(path.Dir(state.FilePath), 0755); err != nil { return err } fileJSON, _ := json.MarshalIndent(state, "", " ") if err := ioutil.WriteFile(state.FilePath, fileJSON, 0644); err != nil { return err } return nil }